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- #version 110
- const vec3 ZERO = vec3(0.0, 0.0, 0.0);
- //BBS: add grey and orange
- //const vec3 GREY = vec3(0.9, 0.9, 0.9);
- const vec3 ORANGE = vec3(0.8, 0.4, 0.0);
- const float EPSILON = 0.0001;
- struct PrintVolumeDetection
- {
- // 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
- int type;
- // type = 0 (rectangle):
- // x = min.x, y = min.y, z = max.x, w = max.y
- // type = 1 (circle):
- // x = center.x, y = center.y, z = radius
- vec4 xy_data;
- // x = min z, y = max z
- vec2 z_data;
- };
- struct SlopeDetection
- {
- bool actived;
- float normal_z;
- mat3 volume_world_normal_matrix;
- };
- uniform vec4 uniform_color;
- uniform SlopeDetection slope;
- //BBS: add outline_color
- uniform bool is_outline;
- uniform bool offset_depth_buffer;
- #ifdef ENABLE_ENVIRONMENT_MAP
- uniform sampler2D environment_tex;
- uniform bool use_environment_tex;
- #endif // ENABLE_ENVIRONMENT_MAP
- varying vec3 clipping_planes_dots;
- // x = diffuse, y = specular;
- varying vec2 intensity;
- uniform PrintVolumeDetection print_volume;
- varying vec4 model_pos;
- varying vec4 world_pos;
- varying float world_normal_z;
- varying vec3 eye_normal;
- void main()
- {
- if (any(lessThan(clipping_planes_dots, ZERO)))
- discard;
- vec3 color = uniform_color.rgb;
- float alpha = uniform_color.a;
- if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
- //color = vec3(0.7, 0.7, 1.0);
- color = ORANGE;
- alpha = 1.0;
- }
-
- //BBS: add outline_color
- if (is_outline)
- gl_FragColor = uniform_color;
- #ifdef ENABLE_ENVIRONMENT_MAP
- else if (use_environment_tex)
- gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
- #endif
- else
- gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
-
- // In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
- // rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
- // inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
- gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
- }
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